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  1. Cleaning Up the Neighborhood by some1stoleit, bikerdude Brief Description: A small-medium sized assassination mission, taking place in a bar and casino environment with streets surrounding the bar. Story: Crime is out of control in my neighbourhood, when thugs attacked my wife I decided I can no longer stand by idly. Unable to rely on the corruptible city watch and the aloof Builders, I must take matters into my own hands. My first target is a bar called the Scoundrel’s Rest which is not far from my home. It’s owned by a man named Godfrey and considered neutral ground to the various criminal factions inhabiting the city district. There is no doubt its presence attracts criminals towards my neighbourhood, contributing to the infestation of crime. Infiltrating the bar not only creates the opportunity to kill Godfrey and shut it down for good but also allows me to find information about the rest of criminal groups that inhabit my neighbourhood. I gave my thieving days when I met my wife, but for her sake I must take up the profession once more and prowl in the shadows again. Notes/Tips: Your lock picks are noticeably old, so you can’t rely on them to get you past every door. Examine the environment and keep an eye out for keys on pockets.If you see a pipe outside, chances are you can climb up it.On Rusty and Practiced difficulty settings there's a map available for the bar’s ground level and the street surrounding it.It should be possible to ghost the every area in the mission. A small amount of loot however may be difficult or impossible to acquire without knockouts.There are a few hidden optional objectives you can discover. Screenshots Download Mirrors: https://www.dropbox.com/s/rbiashq1c1k56ns/Cleaning%20Up%20the%20Neighbourhood%20v1.0.zip?dl=0 https://mega.nz/#!bMtgiSra!Y1KXGovfYfdtG1xxRkmPYndLxgq7wMNVr8oENnS2Qxg FAQ: I dislike when I get stuck on an FM and have to leave the game to scroll through forums to find out what to do. I think the mission should be straightforward enough to beat without answers, but I will provide a FAQ if it’s needed. Just be sure to give a good try working it out yourself before reading this. Thanks: I’ve found the TDM community very welcoming and helpful as a new member and would like to thank several people. Bikerdude, for allowing me to collobarate with him and showing me a different way to build maps from scratch in Dark Radiant, as well as many other mapping techniques.Resources:Springheel, for his Modules and his retroactive permission to use New Job street segments.Amadeus, for doing some proofreading of the briefing and readables.Obsttorte, for his objective checking script used for one of the optional objectives.Rsoul, for creating new internal version of architecture models.Beta Testers:Amadeus, Cambridge Spy, Abusimplea, Shadow, Boiler’s_hiss, nbohr1more, Springheel, JudithPeople who helped Answer my Questions:Destined, JackFarmerSpecial thanks to Sotha and Springheel whose video tutorial series give me the guidance and confidence to start using Dark Radiant.I apologise if I missed anyone, if I missed you please do contact me and I’ll credit you appropriately. About the Development: Initially this was a solo developed mission made by myself, upon some beta testing I agreed to make the mission collaboration with Bikerdude, with the intention to learn good mapping practices from the collaboration. The mission was redesigning using the same layout as the original but using Springheel’s modules instead of my very simple brushwork, and expanded in scope to include a more detailed street, a canal, a sewer and a rooftop segments. Bikerdude’s use of springheel modules and custom skins is mostly responsible for the beautiful visuals, with my contribution being the layout of areas and the writing. Known Issues: None at the moment.
  2. Interesting, although I'm not sure what to make of that. One of my favorite games (The Chronicles of Riddick Assault on Dark Athena) was published by Atari, and, they don't even seem to care to keep the activation servers running much. Or remove/change the copy protection, which doesn't work at all on Windows 11. I really hope that Nightdive delivers at the end of May... I'm not one of the shit storm crowd (it's absolutely horrible on the Steam forums...), but, 7 years of development is a long time, and delaying the release obviously has become a bit of a habit, to say the least.
  3. When I tried your .exe, I got this: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475732 You also suggested trying the 'latest development build'. I asked if that can be obtained using tdm_installer, and you said 'yes'. That's what I reported here: https://forums.thedarkmod.com/index.php?/topic/21477-water-effects-not-rendered-through-warp-glass/&do=findComment&comment=475856 So - I am probably doing something wrong but not sure what
    1. Show previous comments  4 more
    2. lost_soul

      lost_soul

      I've been considering reinstalling TDS for a wile now... I've still got my original CDs. Have these guys fixed the bug where you get stuck floating? Last time I played TDS, that happened and I was unable to get out of it, so I ragequit.

    3. chakkman

      chakkman

      You can surpass that bug by drawing your bow, performing a shot, and draw your blackjack when the bow is tensioned, to abort the bow shot. I'm hoping it's fixed in the Gold patch too though. Alongside the thing where you move sideways, when peeking left or right.

    4. nbohr1more

      nbohr1more

      @Biker Hmm.

       

      Build TDM mission in DR.

       

      Export as portions as ASE

       

      Edit in Blender and export in TDS compatible format

       

      Import into T3ED

       

      Edit

       

      Release TDS mission...

       

      (or just stick with TDM)

  4. It is also worth trying r_cinematic_legacyRoq 1 --- that would enable original Doom 3 code for ROQ playback, instead of FFmpeg. To be honest, I regret now that I finished FFmpeg playback. It was probably a better idea either to extend ROQ or to take some particular format like ogg+vorbis+theora and support them by using official libraries from Xiph.org instead of FFmpeg. Or mkv+webm+opus, which is another free combo. Now the djinn is out of the bottle, and FFmpeg will stay with us forever.
  5. @HMart, TDM still supports ROQ, if for no other reason to not break the existing FMs that use it. I suspect the main reason ROQ seems lighter weight is that was deployed at a time when monitors were not so high rez. So if you create or downsize your .mp4 to, say, 800x600 or 640x480, you might not see the hickups. That would make sense particularly if not needing full-screen display (nor STRUNK's multiple-window approach). With full-screen, real low rez would look a lot poorer visually. Related to @STiFU's point, I guess I'll commit to creating a wiki page about transparent videos (and ghosts), once the dust settles a bit more. This would be based mainly on the recent discussion here, particularly the wonderful work by @STRUNK
  6. Does TDM still supports ROQ? If so is that performance loss also for ROQ files? I don't remember them being so heavy.
  7. Hey Geep don't know if useful for TDM but this guys also made a easy ROQ tool, is capable of making 1080p roq's.
    1. Obsttorte

      Obsttorte

      This looks cool, somehow oldschool in a nice way.

    2. demagogue

      demagogue

      I hope the gameplay is unique to justify him reinventing the wheel instead of, e.g., just forking off of us. The art design looks good.

  8. Made 2.09b the default version. I hope at least a few people have installed and played it I'll finish the release process tomorrow (tags, source, pdb, etc.)
  9. @Dragofer, I'm wondering what template tags to give to this page, besides the usual "Editing". I'm tempted to add "Physics", but are force fields really considered part of the physics engine?
  10. Above 3 items are released now, on the "Barks" thread: https://forums.thedarkmod.com/index.php?/topic/21740-english-subtitles-for-ai-barks/&do=findComment&comment=483331
  11. I'm going over to the func_cameraview and video-on-ingame-surface method now. Using a .gui more like Drumple's RoQ example, and generally sticking close to his method. No luck so far in getting video to appear on wall, though (either mp4 or roq).
    1. Show previous comments  1 more
    2. Obsttorte

      Obsttorte

      Part two is recorded. Now I only need to add the subs and rip it down. Should be on youtube tomorrow.

    3. Lux

      Lux

      can't wait.

    4. demagogue

      demagogue

      I didn't know that first trick setting up the base, so thanks for that.

  12. Instead of that, you could, in that time period, start learning your own missions and in doing so become more active on the forums, learning from others. It's also great to understand how things work in the engine, when you play. It might spoil some immersion though.. Or learn to build games with other engines, like Godot for example.
  13. Dram

    roq effects

    I just uploaded a change to my glared candleflame. I (in RL) recorded a candle flame and made it into an roq, which the particle uses as its effect. This makes the candleflame look very realistic, as it also slightly jumps around etc. You can check it out in any map which uses this, for example the wall candles in my blackheart manor. I just have to tweak the particle file a little more as the particle does not disappear straight away after being put out (I forgot to change the lifetime again) Anyways, I'm going to do a similar thing for things like wall torches etc or where it is appropriate, if it looks good. So please try it out and give me some feedback people
  14. Hey all, I'm currently planning to do an unofficial teaser for a friend's game. I'm still a budding video maker; I've had experience with mucking around with Adobe Premiere, but I'd like to try After Effects too, since I'm really impressed by the things it can do. I like the TDM logo intro, the bit with the flash of light behind the logo, then the light position shifting to show the seepage of light rays rotating, before the logo disappears. How does one do that, any tips or tutorials you guys can direct me to? Much appreciated
  15. Nothing against implementing mp4, bik or any other modern format for full-screen videos but IMO you guys should still fully support roq, is a very lightweight format and really not very hard to do, you can indeed use modern video tools to make the frames for them, how, just export from your preferred video tool has multiple separate frames, all of them support that functionality and convert those frames to roq, with the engine console or with the tool i posted above and that's it. Other reasons why i think roq should not be deprecated, like i said is very lightweight, perfect for in level geometry integration (for example non interactive animated computer monitors), i mean it can be used in game as any other texture/material, roq supports all the idtech 4 OpenGL blending modes and alpha, enabling the ability of doing very nice effects, this without the need of, texture strips or separate texture frames ( like using various if stages and timers), for example like i said above, water caustics projecting on surfaces, or a special animated texture being projected from a spot light, for example cloud shadows moving over terrain, etc, no need for high rez videos for that. Effects for who mp4 or other modern format would be overkill imo.
  16. There is no SS3, how can they do a remake? And thank god they got rid of unity, that engine is total trash garbage on anything over 60 fps. Just spend 5 minutes on steam forums for Unity project games, and there's just thousands of people complaining about poor performance, stuttering etc.
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